Activated Agent

Vuldrani Heartsong's page

3 posts. Organized Play character for Ythiel.


Full Name

Vuldrani Heartsong

Race

Gnome

Classes/Levels

Court Bard (1)/ HP 10/10/ AC 15/ T 13/ FF 12/ Fort +1/ Ref +4/ Will +3 (/+5 vs illusion spells and effects)/ Ini +2/ Perception +7/ GM 0/2/ Spells: lvl 1 0/2

Gender

Female

Size

Small (2'13"), Weight: 33 lbs

Age

82

Alignment

Neutral Good

Deity

Desna

Location

Oppara

Languages

Common, Gnome, Sylvan, Elven, Dwarven, Celestial

Strength 8
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 16

About Vuldrani Heartsong

Vuldrani Heartsong

Female Gnome, Court Bard (1)
Alignment: NG
Age: 82
Size: Small (2'13")
Weight: 33 lbs
Hair: Coral pink
Eyes: Magenta
Deity: Desna
Init +2; Perception +7
Favored class: Bard (+1 HP, +1 Skill, +1 Bardic Performance/day)
Languages: Common, Gnome, Sylvan, Dwarven, Elven, Celestial
Speed:

Special Capacities:
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Obsessive: +2 Craft (painting).

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lightsghost soundprestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. 

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. 

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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DEFENSE
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AC 15, touch 13, flat-footed 12
HP: 10
Fort: +1
Ref +4
Will: +3 (+5 vs Illusions spells and effects)

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OFFENSE
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Spd: 20 feet
Melee:
Sap (+3/ 1d4/ x2/)
Whip (+3/1d2/x2/)

Ranged:
Crossbow, light (+4/1d6/19-20/x2/80 ft)
Bolts (10)

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Equipment and Money
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Starting Money: 105 GP
Combat gear:
Defense: Lamellar Cuirass; Buckler
Offense: Sap, Whip, Light Crossbow, Bolts (10)

Other possessions: Courtesan's Outfit, Flint and Steel, Masterwork Paints, Journal (portfolio), Spell component pouch, Ink (vial), Inkpen, Torch (2), Scrolls, Waterskin, Soap, Spellbook (travelling)

Spare Money:
PP: 0
GP: 0
SP: 8
CP: 7
Other valuable:
Carried Weight: 24 lbs

Encumbrance:
0-26: Light Load
27 -53 lbs: Medium Load
54-80: Heavy Load

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Statistics:
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Str 8 Dex 14 Con 12 Int 13 Wis 12 Cha 16
Base Attack: +0; CMB : -2; CMD: 10

Feats:
Light Armor Proficiency (except metal armor)
Simple Weapons Proficiency ( plus the longsword, rapier, sap, shortsword, shortbow, and whip )
Shield Proficiency (except tower shields)
Weapon Finesse

Skills: 8 (Base 6 +1 Int+ 1 Favored Class)
Bluff +8 (+12 if Mimicking Sounds)
Craft (painting) +8 (+2 obsessive)
Diplomacy +8
Intimidate +7
Linguistics +5
Perception +7 (+2 Keen Senses)
Perform (oratory) +7
Sense Motive +6

Background skills:
Level 1:
- Perform (keyboards) +7
-Knowledge (nobility) + 6

Traits:

Rising Star:All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using Craft (painting). Survival is always a class skill for you. Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.

Naturally Gifted: For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Languages (5): Common, Gnome, Sylvan, Elven, Dwarven

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Bardic Performances:
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A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Level 1:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

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Spells:
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Spells per day:
0: At will (Cantrips)
1: 2 (Base: 1 + 1 Charisma)

Prepared Spells:
0: (DC 13)
Summon Instrument
Detect magic
Read Magic

1: (DC 14)
Hypnotism
Recharge Innate Magic

Backstory:
Adopted by her uncle when she was just a baby after both of her parents died while adventuring, Vuldrani has lived in Oppara all her life. A skilled pianist, Asurren Heartsong frequently gave private recitals to Oppara's elite, and gave his niece a thorough education in fine arts, teaching her how to draw, play music, and behave when dealing with nobility.

Treated as something of a child prodigy amongst Oppara's intellectuals, Vuldrani struggled to maintain her fame when she reached adulthood. While she had always considered painting to be her true artistic calling, it did not pay as well or gather the same attention as the concerts she gave in her youth, and with more experience came the crushing realisation that, after years of putting painting on the backburner, she simply was not as good as the artists plebiscited by powerful patrons.

Improving her skill with a brush was a long and painstaking process, during which her uncle had to work extra hard to financially support the both of them. In a terrible twist of fate, just as Vuldrani started to sell her paintings, her uncle's health began to decline. To her horror, she had to watch as he succumbed to the Bleaching little by little, eventually losing all will or skill to play the piano. In less than a year, he was dead, leaving Vuldrani with meagre savings, a house too big for her and bills she could only pay thanks to her uncle's inheritance.

The past two decades have been a miserable game of keeping up apparences while living hand-to-mouth, until her paintings miraculously attracted the attention of a wealthy noble who offered to become her patron. With no choice in the matter, Vuldrani was forced to accept, though she loathes the idea that someone could hold that much power over her.

Personality and Appearance:
An elegant woman, Vuldrani prefers to dress in silken, soft-coloured dresses that compliment her pink hair and ruby skin well. She dislikes getting her hands dirty, and prefers armours and weapons that are either aesthetically pleasy or easy to dissimulate beneath her clothes. Unused to coarse environments, she always wear soft-scented, floral fragrances and styles her hair in Taldane fashion rather than with extravagant gnome hairpieces.

Taught to hide her emotions well from those who would use them, Vuldrani maintains grace and poise at all times. Her movements are carefully controlled, and while her face is fairly expressive, even the glint of amusement of her eyes never exactly betrays what she finds funny.

The death of her closest relative and the velvety cruelty of the court has left her cynical, disillusioned about her future as an artist and her place in the world. Her sense of humour is bitter, and in spite of moving in the same circles as nobility, she holds no empathy for them. Instead, out-of-their-depth newcomers often attract her sympathy, and she has been known to discreetly help them survive the pool of sharks in which they were unwittingly thrown – even to the detriment of her own reputation.